media industries Flashcards

1
Q

social and cultural contexts:
when has the global video game industry been growing?

A

since the early days of Atari home entertainment in the 1980s

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2
Q

social and cultural contexts:
what has happened in recent years?

A

the diversity of game genres and platforms on which they can be played has meant an explosion in the gaming industry

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3
Q

social and cultural contexts:
what are expected based on a 2015 economic forecast?

A

video games sales are expected to reach $90 billion by 2020

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4
Q

social and cultural contexts:
what is considered for the 25% of the global population?

A

in 2014, it was calculated there were 1.8 billion gamers in the world

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5
Q

social and cultural contexts:
how does the 25% of the population challenge the stereotype of gamers as young geeky men?

A

In 2018 in the USA, 28% of gamers were under 18, but 23% were over 50 years old.
There was a 66/44% male/female gender split

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6
Q

social and cultural contexts:
what is the gender spilt?

A

There was a 66/44% male/female gender split

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7
Q

social and cultural contexts:
what are the range of genres?

A

first-person-shooters to puzzles and learning tools - has varied the demographic for gamers

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8
Q

social and cultural contexts:
why are the variety of platforms having the growth of the industry?

A

variety of platforms - not just home consoles, but on tablets and smartphones - that high quality, complex and engaging games can be accessed has also led to the growth of the industry

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9
Q

social and cultural contexts:
what has increasingly become a social activity?

A

gaming

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10
Q

social and cultural contexts:
what was Ultima Online considered in 1997?
how did this impact in the long term?

A

the first on-line multiplayer game, and since then socialising in the game world has become an everyday activity for millions of people, usually geographically far apart

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11
Q

social and cultural contexts:
what has people develop in games?

A

develop alliances, friendships and even romantic relationships as their game characters

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12
Q

social and cultural contexts:
what is ‘eSports’?

A

live competitive gaming events between celebrity players

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13
Q

social and cultural contexts:
how has eSports becoming popular?

A

attracting millions of viewers
through sites like Twitch and even packing huge stadiums like traditional sporting events

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14
Q

Consider the impact of new technology and convergence:
what is one of the things that have made Fortnite so popular?

A

the ability to access the game from consoles, PCs, laptops, smartphones or tablets

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15
Q

Consider the impact of new technology and convergence:
what you can download it for?

A

a range of operating systems, can move,
mid-game, between devices without interrupting gameplay.

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16
Q

Consider the impact of new technology and convergence:
what is technologically convergence?

A

can be played at home, or on the move, on a tiny screen or a video projector.

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17
Q

Consider the impact of new technology and convergence:
what is epic game’s operating system called?

A

Unreal Engine

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18
Q

Consider the impact of new technology and convergence:
why does epic games have an operating system?

A

to develop Fornite

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19
Q

Consider the impact of new technology and convergence:
why have they made their operating system available on their website?

A

encourage their audience to use it to develop their own games

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20
Q

Consider the impact of new technology and convergence:
what has unreal engine been used by?

A

professional game developers to create titles
like Batman: Arkham City and Infinity Blade

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21
Q

Consider the impact of new technology and convergence:
what is fornite a good example of?

A

cross-media convergence, where more than one media brand or form joins to promote each other

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22
Q

Consider the impact of new technology and convergence:
what are they considered on YouTube and Twitch?
why?

A

most viewed game on YouTube, and has also used streaming platforms like Twitch to broadcast live competitions.

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23
Q

who owns Twitch?

A

Amazon

24
Q

Consider the impact of new technology and convergence:
how has fornite incorporated other media brands and franchises?

A

had a collaboration with Marvel Studios, there was a special Avengers: Infinity War segment and recently a tie-in with Godzilla

25
Q

Consider the impact of new technology and convergence:
what does the format of Fornite means?

A

that any kind of costumes, weapons and games can be introduced to keep the game fresh

26
Q

Consider the impact of new technology and convergence:
what do films/TV/sports promote?

A

their brands to over 20 million of players, whilst famous collaborations keep Fortnite in the news and social media

27
Q

Consider the impact of new technology and convergence:
who does epic games have a good relationship with?

A

various non-gaming celebrities such as Drake and basketball star Ben Simmons. This helps to promote the game beyond the traditional gaming marke

28
Q

Consider Epic Games as an institution:
who started epic games? and when?

A

Tim Sweeney
1991

29
Q

Consider Epic Games as an institution:
when was epic games originally run from?

A

his parent’s house

30
Q

Consider Epic Games as an institution:
what do these humble beginnings may explain?

A

Epic’s decision to make the Unreal Engine available to amateur games designers

31
Q

Consider Epic Games as an institution:
what did the Guinness Book Of Records named Unreal Engine in 2014?

A

the ‘most successful videogame engine’

32
Q

Consider Epic Games as an institution:
what do epic games own?

A

video game developer Chair Entertainment and cloud-based software developer Cloudgine

33
Q

Consider Epic Games as an institution:
where are epic game’s sub-studios?

A

UK, Japan, and Germany

34
Q

Consider Epic Games as an institution:
who is Tencent?

A

a Chinese investment company

35
Q

Consider Epic Games as an institution:
what do Tencent focused on?

A

internet and AI development

36
Q

Consider Epic Games as an institution:
what did Tencent do in 2012?

A

bought a 42% stake in Epic

37
Q

Consider different funding and profit models:
what is Fornite an example of?

A

‘Games as a Service’ (GaaS) model

38
Q

Consider different funding and profit models:
what is the GaaS model?

A

where there is a constant revenue stream from ‘in- game purchases’ after the initial purchase (or providing the game for free)

39
Q

Consider different funding and profit models:
why are some of these purchases a ‘micro transactions’?

A

where players pay for weapon, costume
and game upgrades rather than ‘grinding through’ the gameplay to score them

40
Q

Consider different funding and profit models:
why do players use V-bucks?

A

to purchase these items

41
Q

Consider different funding and profit models:
how can v-bucks be earned?

A

in the game or bought using ‘real world’ money.

42
Q

Consider different funding and profit models:
what is another game which points can be earned the same as Fornite?

A

candy crush

43
Q

Consider different funding and profit models:
what is unusual in fornite?

A

the upgrades are purely ‘cosmetic’ i.e. they don’t actually affect the gameplay.

44
Q

Consider different funding and profit models:
what do they often consist of?

A

new ‘skins’ (to alter your character’s appearance) and ‘emotes’ (victory dance moves after a kill)

45
Q

Consider different funding and profit models:
what do the skins and emotes only available for?
so, what does this increase?

A

only available for a short period of time, increasing their value and encouraging players to pay rather than ‘grind’ for them

46
Q

Consider different funding and profit models:
what is another revenue steam for GaaS titles?

A

offer ‘season passes’

47
Q

Consider different funding and profit models:
what are season passes?

A

like a subscription that allows you to access new content over the course of a period of gameplay (the ‘season’) that play-for-free users can’t access

48
Q

Consider different funding and profit models:
what do fornite offer players during the course of the season? (3)

A

‘battle passes’ and then drip-feeds limited edition and exclusive content to these players over the course of the season

49
Q

Consider regulation of the media:
what are age ratings?

A

are systems used to ensure that entertainment content, such as computer games, are clearly labelled by age according to the content they contain

50
Q

Consider regulation of the media:
what do age ratings provide?

A

guidance to consumers (particularly parents) to help them decide whether or not to buy a particular product

51
Q

Consider regulation of the media:
what does the rating on a game confirm?

A

that it is suitable for players over a certain age

52
Q

Consider regulation of the media:
when and where was the PEGI system incorporated?

A

2012 into UK law

53
Q

what is the PEGI system?

A

Pan European Game Information system to give games their age ratings

54
Q

Consider regulation of the media:
why was the video standards council appointed as the statutory body?

A

responsible for the age rating of video games in the UK using the PEGI system

55
Q

Consider regulation of the media:
what is fornite’s PEGI rating?

A

12

56
Q

Consider regulation of the media:
why is this PEGI rating given to fornite?

A

frequent scenes of mild violence

57
Q

Consider regulation of the media:
what are parents more concerned with?

A

issues surrounding addiction than the levels of violence